MincMincMinc wrote: »
For now there will be no passives. There will be a plain standard so each classes burst heal will be the same tooltip. Effectively I expect classes to just be a skin with different animations.
Turtle_Bot wrote: »I do like that they are doing such tests though, I just wish they would be more transparent about the results, what they've learnt, what they are thinking about doing moving forward etc. and would do so in a timely, open and honest manner so that we players can work with the team to help provide additional perspectives on things while there is still time to listen to and adapt proposed changes to account for those additional perspectives, or at least the devs could give proper reasons/explanations why a specific change needs to occur in a certain way.
Two of the most hated specs in PvP right now, MagSorc and Acuity Warden, both prefer stat sets (although Acuity in practice behaves like a degenerate flat value proc set, while also enabling an uninteractive low apm playstyle).Why use an underwhelming skill with little-to-no side effects when you can not use it until your proc set is off cooldown?
xylena_lazarow wrote: »Two of the most hated specs in PvP right now, MagSorc and Acuity Warden, both prefer stat sets (although Acuity in practice behaves like a degenerate flat value proc set, while also enabling an uninteractive low apm playstyle).Why use an underwhelming skill with little-to-no side effects when you can not use it until your proc set is off cooldown?
+1 that recent set design has felt overengineered. Complexity just for the sake of complexity. I like the simple blessing/curse design of that new 100k pen set, and how it doesn't take a novel to explain what it does.I swear roll my eyes and groan every time I read the words 'gain a stack' anymore. lol
xylena_lazarow wrote: »Two of the most hated specs in PvP right now, MagSorc and Acuity Warden, both prefer stat sets (although Acuity in practice behaves like a degenerate flat value proc set, while also enabling an uninteractive low apm playstyle).Why use an underwhelming skill with little-to-no side effects when you can not use it until your proc set is off cooldown?
That's totally fair, it's good to have specs in the game that can work for high ping players.It's nice to have a build that really does compensate for Aussie ping relatively well, anyway. Just needs tuning down on its survivability.
@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
Just_Attivi wrote: »@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
JustLovely wrote: »I'm trying to be optimistic about this test, but given past events, here's what I expect to see:But this is one occasion where I really hope to be proven wrong.
- Ballgroups doing battlegrounds for a week because why bother.
- Test going great, barely any performance issues. Maybe some forum posts about battleground performance.
- Zos saying: hey that worked, let's make this a permanent campaign.
- Permanent campaign staying empty, getting into GH still means waiting in a 50+ queue.
- Campaign getting removed after three years. Zos announcing some new tests, saying they have to start somewhere.
It seemed to me that ZOS has already decided this is what they are going to implement in the long term. I've been around long enough to see their patterns. And I was around for the last round of "tests" in Cyrodiil that resulted in nothing other than another stealth reduction in the population cap. (I can only guess why ZOS never tells us when they lower the population cap or what the exact population is, but I think it's fairly obvious)
Instead of just fixing the Cyrodiil they already have they're going to try and revamp it all together most likely. And I think the most likely end result will be to radically lower the player base that participates in Cyrodiil, most likely to the point that Cyrodiil becomes an irrelevant part of ESO.
To me it seems like over the last 5 years or so ZOS has been moving towards making ESO another solo PvE questing TES game and converting Cyrodiil to static class based sets is just another step on the road toward that end.
If ZOS was actually trying to fix lag and performance in cyrodiil they'd at least try capping cross healing and shield stacking within groups; something they've never tried even though we've been asking for it for years.
Just_Attivi wrote: »yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
Just_Attivi wrote: »After getting a peek at the Vengeance skills...While I, again, understand they claim this to be just a test, Im seeing that they put in way too much effort into these vengeance skills, and with the history of this company, it just makes me feel even more confident that this is the ultimate direction they are going.
---
Some thoughts:
I dont mind PVP having PVP specific skills, as this would make balancing easier, in theory, more on that later. While I actually do like "SOME" of the new skills, I think a lot of them are lacking utility in current state and despite all the people touting "oh you wont be able to rely on proc sets anymore, gonna have to actually get skill" - as someone who generally plays without free damage proc sets on anything but a ganker, I see some class kits desperately lacking important buffs, which means youll need groups to get them, which means a couple things. 1- your 1vX'ers will be forced to be 2V's or Xv's , and if you already hated dealing with them itll only be worse. 2-If you were a 1vX'er, now you likely will need a comped group to a degree for buffs, which for some, really removes the thrill. 3- lacking combo's and pressure with skills that are now a dedicated 'just a buff' or 'just damage' it seems like in order to really kill any competent player, you will need to group them down or battle of attrition.
They are removing Battlespirit for the test and giving everyone 70k HP (but everyone takes PVE damage). This seems counterproductive as Battlespirit was the tool to separate PVE and PVP. Getting rid of it seems to suggest they think they can balance PVP without it. Which to me just screams more years of Sledgehammering skills into uselessness and Buffing others in an attempt to "Balance" with minimal idea of what this new pvp monstrosity theyre creating needs, because PVP playtesting from Dev side seems minimal, and PVP player feedback is generally not considered in any timely fashion.
Adding cooldowns to skills.... What? Okay, I get that its an attempt to limit powerful skills.... losing control over how and when to use them is not great. I can jump into any well developed Tab target game if I wanted that, and hit my rotation mindlessly for hours. ESO has the freedom to use skills as needed, pairing down not just the utility but the timing of skills removes the ability to adapt to situations, and unpredictable situations are half the thrill of PVP. This will only lead to less engaging gameplay. This isnt meant to be a phone game.
Basically everything has at most a target limit of 3 players. I don't know how I feel about that yet, but I think I see it as more of a downside than an upside, as someone who generally fights outnumbered.
If they do go this ultra trimmed down cyrodiil route, How will sets tie into it? By trimming down cyro, you are removing build versatility. While many people see this as 'HAHA NO MORE PROC CHEESE FOR YOU" they dont think about the other side of the coin: you know how many players Ive helped make one bar builds because they physically or mentally cannot do 2 bars? or how many people play tanks because they enjoy taking part in the action but arent so fast reacting anymore? Without sets, these playstyles do become obsolete. In order to reintroduce these, basically entire sets now need to be rebalanced, furthering the endeavor of this cyro revamp to levels I really dont see ZOS going through with. Build versatility is what makes this game interesting, and I just dont see a scenario that this pans out well, unless ZOS actually goes through with appropriate changes and balancing, which I doubt would happen. But a lot of this just seems half baked already, even from a testing standpoint.
---
I probably have more thoughts about this, but work is calling, so I'll probably ramble later. I will close this with saying that I do genuinely hope ZOS pulls through and makes something amazing and properly tests and balances things and everything is sunshine and rainbows. Their history just shows this is an unlikely scenario.
Just_Attivi wrote: »@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
Going by their track record this is far more than they are usually willing to do. That's a good thing in some ways but also a pretty good indication of where their goals are set.MincMincMinc wrote: »I don't think they are putting a crazy amount of effort. Many of the skills are just old versions or current versions with parts deleted.
The battlespirit is another layer that is nolonger needed if pvp has its own skill versions. Keeping it would just be unnecessary bloat and rounding calculations.
Agreed 100%.MincMincMinc wrote: »Cooldowns are a sus way of limiting skills. Once the test happens live make sure to voice and die for this opinion. Ramping costs or higher costs are a better option for even better performance.
I was concerned at first. Don't we all love those epic moments where we are in a tight siege and suddenly we get that miracle cleave-into-VD combo? But really, how often does that happen these days? Between lag and defenses? The more I think about it the more I like it. Better performance in general is a worthwhile goal for this sacrifice. And it makes me feel like skills like dswing can actually be used in a siege fight effectively again.MincMincMinc wrote: »Target limit is fine. Even in today's 1vX it is more like dueling against 10 players. Most classes other than acuity warden basically only take down 1-3 targets at a time. Big fear is they add back in Uncapped aoe heals and cross heals.
Agree again. Even though this would be the death of PvP as we currently know it, I don't really mind that much. It's already near-dead as it is. I'd rather see *something* that encourages more players to join at this point. Even if I end up hating it and moving on I'm fine with that by now. I haven't been the target audience in over half a decade at this point. What do I have to lose? I see this as a potential way to reinvigorate it for more people. And if I look at it as an entirely new game that is similar to ESO well, isn't that what I've been looking for as a replacement to ESO for a while now?MincMincMinc wrote: »The game was far more popular in the early days which vengeance is very similar to combat wise. Combat is clear and actions are meaningful. Its like playing super smash bros with items turned off vs turned on. They already stated that a more final vision would include sets, mundus, enchants, etc. Just dont expect skills to do an aoe+dot+gap close+buff+debuff+ground affect+ do your dishes.......etc.
This probably isn't a popular opinion but when I came back last spring I noticed a very rapid change in power discrepancy when scribing started to become commonplace in Cyrodiil. The gap is larger than most would want to admit. Literally any style of play or build I had previously been successful with, kdrs of 10:1 or occasionally 20:1, had dropped to barely 2:1 or lower in just a matter of weeks. I have zero doubt that ZoS will try to integrate that stuff back in since it's a massive source of income for them and PvP is a massive incentive to have it. But for now I'll consider it a blessing if the field is leveled.MincMincMinc wrote: »The dynamic of what affects your output as a player will finally be more dependent on which skills you cast instead of what dlc you buy and slot. Seriously think about your output as a player. How much of your damage is from procs or passive buffs? Most skills now a days interact with 5-10 passive buffs instead of scaling mainly off your chosen stats. Inevitably pvp players will prefer the winning by skill instead of by default.
Do you use Scribing yourself?This probably isn't a popular opinion but when I came back last spring I noticed a very rapid change in power discrepancy when scribing started to become commonplace in Cyrodiil. The gap is larger than most would want to admit. Literally any style of play or build I had previously been successful with, kdrs of 10:1 or occasionally 20:1, had dropped to barely 2:1 or lower in just a matter of weeks.
xylena_lazarow wrote: »Do you use Scribing yourself?This probably isn't a popular opinion but when I came back last spring I noticed a very rapid change in power discrepancy when scribing started to become commonplace in Cyrodiil. The gap is larger than most would want to admit. Literally any style of play or build I had previously been successful with, kdrs of 10:1 or occasionally 20:1, had dropped to barely 2:1 or lower in just a matter of weeks.
I've experienced the opposite. Ever since they nerfed Vamp 3 and added Scribing, I feel like I've attained final form. Pressure builds are no longer being artificially bricked by broken DR passives, and my DK no longer has the weakness of lacking group utility with my Scribing cross shields/heals/buffs. Not like it's god mode or anything. Unfortunately.
Going by their track record this is far more than they are usually willing to do. That's a good thing in some ways but also a pretty good indication of where their goals are set.MincMincMinc wrote: »I don't think they are putting a crazy amount of effort. Many of the skills are just old versions or current versions with parts deleted.
The battlespirit is another layer that is nolonger needed if pvp has its own skill versions. Keeping it would just be unnecessary bloat and rounding calculations.Agreed 100%.MincMincMinc wrote: »Cooldowns are a sus way of limiting skills. Once the test happens live make sure to voice and die for this opinion. Ramping costs or higher costs are a better option for even better performance.I was concerned at first. Don't we all love those epic moments where we are in a tight siege and suddenly we get that miracle cleave-into-VD combo? But really, how often does that happen these days? Between lag and defenses? The more I think about it the more I like it. Better performance in general is a worthwhile goal for this sacrifice. And it makes me feel like skills like dswing can actually be used in a siege fight effectively again.MincMincMinc wrote: »Target limit is fine. Even in today's 1vX it is more like dueling against 10 players. Most classes other than acuity warden basically only take down 1-3 targets at a time. Big fear is they add back in Uncapped aoe heals and cross heals.Agree again. Even though this would be the death of PvP as we currently know it, I don't really mind that much. It's already near-dead as it is. I'd rather see *something* that encourages more players to join at this point. Even if I end up hating it and moving on I'm fine with that by now. I haven't been the target audience in over half a decade at this point. What do I have to lose? I see this as a potential way to reinvigorate it for more people. And if I look at it as an entirely new game that is similar to ESO well, isn't that what I've been looking for as a replacement to ESO for a while now?MincMincMinc wrote: »The game was far more popular in the early days which vengeance is very similar to combat wise. Combat is clear and actions are meaningful. Its like playing super smash bros with items turned off vs turned on. They already stated that a more final vision would include sets, mundus, enchants, etc. Just dont expect skills to do an aoe+dot+gap close+buff+debuff+ground affect+ do your dishes.......etc.This probably isn't a popular opinion but when I came back last spring I noticed a very rapid change in power discrepancy when scribing started to become commonplace in Cyrodiil. The gap is larger than most would want to admit. Literally any style of play or build I had previously been successful with, kdrs of 10:1 or occasionally 20:1, had dropped to barely 2:1 or lower in just a matter of weeks. I have zero doubt that ZoS will try to integrate that stuff back in since it's a massive source of income for them and PvP is a massive incentive to have it. But for now I'll consider it a blessing if the field is leveled.MincMincMinc wrote: »The dynamic of what affects your output as a player will finally be more dependent on which skills you cast instead of what dlc you buy and slot. Seriously think about your output as a player. How much of your damage is from procs or passive buffs? Most skills now a days interact with 5-10 passive buffs instead of scaling mainly off your chosen stats. Inevitably pvp players will prefer the winning by skill instead of by default.
Overall I was shocked at the range of changes but now that I've had to time to stew with it I'm actually looking forward to seeing how it plays out. It's the newest and most exciting thing to happen to PvP in nearly half a decade now. There's really nothing to lose at this point so I'm just going to embrace it. The very worst they can do is abandon it, leave it to fester, provide no meaningful updates for years to come, allow imbalance and performance issues to crumble its foundations... *looks around*
EDIT: Omg what is the absolute state of the quoting tools in the forum. Had to sort all of that crap out.
MincMincMinc wrote: »Just_Attivi wrote: »After getting a peek at the Vengeance skills...While I, again, understand they claim this to be just a test, Im seeing that they put in way too much effort into these vengeance skills, and with the history of this company, it just makes me feel even more confident that this is the ultimate direction they are going.
---
Some thoughts:
I dont mind PVP having PVP specific skills, as this would make balancing easier, in theory, more on that later. While I actually do like "SOME" of the new skills, I think a lot of them are lacking utility in current state and despite all the people touting "oh you wont be able to rely on proc sets anymore, gonna have to actually get skill" - as someone who generally plays without free damage proc sets on anything but a ganker, I see some class kits desperately lacking important buffs, which means youll need groups to get them, which means a couple things. 1- your 1vX'ers will be forced to be 2V's or Xv's , and if you already hated dealing with them itll only be worse. 2-If you were a 1vX'er, now you likely will need a comped group to a degree for buffs, which for some, really removes the thrill. 3- lacking combo's and pressure with skills that are now a dedicated 'just a buff' or 'just damage' it seems like in order to really kill any competent player, you will need to group them down or battle of attrition.
They are removing Battlespirit for the test and giving everyone 70k HP (but everyone takes PVE damage). This seems counterproductive as Battlespirit was the tool to separate PVE and PVP. Getting rid of it seems to suggest they think they can balance PVP without it. Which to me just screams more years of Sledgehammering skills into uselessness and Buffing others in an attempt to "Balance" with minimal idea of what this new pvp monstrosity theyre creating needs, because PVP playtesting from Dev side seems minimal, and PVP player feedback is generally not considered in any timely fashion.
Adding cooldowns to skills.... What? Okay, I get that its an attempt to limit powerful skills.... losing control over how and when to use them is not great. I can jump into any well developed Tab target game if I wanted that, and hit my rotation mindlessly for hours. ESO has the freedom to use skills as needed, pairing down not just the utility but the timing of skills removes the ability to adapt to situations, and unpredictable situations are half the thrill of PVP. This will only lead to less engaging gameplay. This isnt meant to be a phone game.
Basically everything has at most a target limit of 3 players. I don't know how I feel about that yet, but I think I see it as more of a downside than an upside, as someone who generally fights outnumbered.
If they do go this ultra trimmed down cyrodiil route, How will sets tie into it? By trimming down cyro, you are removing build versatility. While many people see this as 'HAHA NO MORE PROC CHEESE FOR YOU" they dont think about the other side of the coin: you know how many players Ive helped make one bar builds because they physically or mentally cannot do 2 bars? or how many people play tanks because they enjoy taking part in the action but arent so fast reacting anymore? Without sets, these playstyles do become obsolete. In order to reintroduce these, basically entire sets now need to be rebalanced, furthering the endeavor of this cyro revamp to levels I really dont see ZOS going through with. Build versatility is what makes this game interesting, and I just dont see a scenario that this pans out well, unless ZOS actually goes through with appropriate changes and balancing, which I doubt would happen. But a lot of this just seems half baked already, even from a testing standpoint.
---
I probably have more thoughts about this, but work is calling, so I'll probably ramble later. I will close this with saying that I do genuinely hope ZOS pulls through and makes something amazing and properly tests and balances things and everything is sunshine and rainbows. Their history just shows this is an unlikely scenario.
I don't think they are putting a crazy amount of effort. Many of the skills are just old versions or current versions with parts deleted.
The battlespirit is another layer that is nolonger needed if pvp has its own skill versions. Keeping it would just be unnecessary bloat and rounding calculations.
Cooldowns are a sus way of limiting skills. Once the test happens live make sure to voice and die for this opinion. Ramping costs or higher costs are a better option for even better performance.
Target limit is fine. Even in today's 1vX it is more like dueling against 10 players. Most classes other than acuity warden basically only take down 1-3 targets at a time. Big fear is they add back in Uncapped aoe heals and cross heals.
IMO accessibility is a one way street. If you cater too hard to disabled players you open doors for average/good lazy players to abuse cheese. Yay now heavy attack builds work....... oh there are 5 templars heavy attacking and beaming me to death with no counterplay...... nice. I think there are smarter ways than procs for disabled players. Oakensoul for example doesnt undermine the gcd system, but helps disabled players. Maybe instead of a fast paced dizzy swing build, they run a more aoe dot focused build. Or instead of more active skills they slot more buff skills and a single spammable.Just_Attivi wrote: »@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
The game was far more popular in the early days which vengeance is very similar to combat wise. Combat is clear and actions are meaningful. Its like playing super smash bros with items turned off vs turned on. They already stated that a more final vision would include sets, mundus, enchants, etc. Just dont expect skills to do an aoe+dot+gap close+buff+debuff+ground affect+ do your dishes.......etc.
The dynamic of what affects your output as a player will finally be more dependent on which skills you cast instead of what dlc you buy and slot. Seriously think about your output as a player. How much of your damage is from procs or passive buffs? Most skills now a days interact with 5-10 passive buffs instead of scaling mainly off your chosen stats. Inevitably pvp players will prefer the winning by skill instead of by default.
MincMincMinc wrote: »Just_Attivi wrote: »After getting a peek at the Vengeance skills...While I, again, understand they claim this to be just a test, Im seeing that they put in way too much effort into these vengeance skills, and with the history of this company, it just makes me feel even more confident that this is the ultimate direction they are going.
---
Some thoughts:
I dont mind PVP having PVP specific skills, as this would make balancing easier, in theory, more on that later. While I actually do like "SOME" of the new skills, I think a lot of them are lacking utility in current state and despite all the people touting "oh you wont be able to rely on proc sets anymore, gonna have to actually get skill" - as someone who generally plays without free damage proc sets on anything but a ganker, I see some class kits desperately lacking important buffs, which means youll need groups to get them, which means a couple things. 1- your 1vX'ers will be forced to be 2V's or Xv's , and if you already hated dealing with them itll only be worse. 2-If you were a 1vX'er, now you likely will need a comped group to a degree for buffs, which for some, really removes the thrill. 3- lacking combo's and pressure with skills that are now a dedicated 'just a buff' or 'just damage' it seems like in order to really kill any competent player, you will need to group them down or battle of attrition.
They are removing Battlespirit for the test and giving everyone 70k HP (but everyone takes PVE damage). This seems counterproductive as Battlespirit was the tool to separate PVE and PVP. Getting rid of it seems to suggest they think they can balance PVP without it. Which to me just screams more years of Sledgehammering skills into uselessness and Buffing others in an attempt to "Balance" with minimal idea of what this new pvp monstrosity theyre creating needs, because PVP playtesting from Dev side seems minimal, and PVP player feedback is generally not considered in any timely fashion.
Adding cooldowns to skills.... What? Okay, I get that its an attempt to limit powerful skills.... losing control over how and when to use them is not great. I can jump into any well developed Tab target game if I wanted that, and hit my rotation mindlessly for hours. ESO has the freedom to use skills as needed, pairing down not just the utility but the timing of skills removes the ability to adapt to situations, and unpredictable situations are half the thrill of PVP. This will only lead to less engaging gameplay. This isnt meant to be a phone game.
Basically everything has at most a target limit of 3 players. I don't know how I feel about that yet, but I think I see it as more of a downside than an upside, as someone who generally fights outnumbered.
If they do go this ultra trimmed down cyrodiil route, How will sets tie into it? By trimming down cyro, you are removing build versatility. While many people see this as 'HAHA NO MORE PROC CHEESE FOR YOU" they dont think about the other side of the coin: you know how many players Ive helped make one bar builds because they physically or mentally cannot do 2 bars? or how many people play tanks because they enjoy taking part in the action but arent so fast reacting anymore? Without sets, these playstyles do become obsolete. In order to reintroduce these, basically entire sets now need to be rebalanced, furthering the endeavor of this cyro revamp to levels I really dont see ZOS going through with. Build versatility is what makes this game interesting, and I just dont see a scenario that this pans out well, unless ZOS actually goes through with appropriate changes and balancing, which I doubt would happen. But a lot of this just seems half baked already, even from a testing standpoint.
---
I probably have more thoughts about this, but work is calling, so I'll probably ramble later. I will close this with saying that I do genuinely hope ZOS pulls through and makes something amazing and properly tests and balances things and everything is sunshine and rainbows. Their history just shows this is an unlikely scenario.
I don't think they are putting a crazy amount of effort. Many of the skills are just old versions or current versions with parts deleted.
The battlespirit is another layer that is nolonger needed if pvp has its own skill versions. Keeping it would just be unnecessary bloat and rounding calculations.
Cooldowns are a sus way of limiting skills. Once the test happens live make sure to voice and die for this opinion. Ramping costs or higher costs are a better option for even better performance.
Target limit is fine. Even in today's 1vX it is more like dueling against 10 players. Most classes other than acuity warden basically only take down 1-3 targets at a time. Big fear is they add back in Uncapped aoe heals and cross heals.
IMO accessibility is a one way street. If you cater too hard to disabled players you open doors for average/good lazy players to abuse cheese. Yay now heavy attack builds work....... oh there are 5 templars heavy attacking and beaming me to death with no counterplay...... nice. I think there are smarter ways than procs for disabled players. Oakensoul for example doesnt undermine the gcd system, but helps disabled players. Maybe instead of a fast paced dizzy swing build, they run a more aoe dot focused build. Or instead of more active skills they slot more buff skills and a single spammable.Just_Attivi wrote: »@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
The game was far more popular in the early days which vengeance is very similar to combat wise. Combat is clear and actions are meaningful. Its like playing super smash bros with items turned off vs turned on. They already stated that a more final vision would include sets, mundus, enchants, etc. Just dont expect skills to do an aoe+dot+gap close+buff+debuff+ground affect+ do your dishes.......etc.
The dynamic of what affects your output as a player will finally be more dependent on which skills you cast instead of what dlc you buy and slot. Seriously think about your output as a player. How much of your damage is from procs or passive buffs? Most skills now a days interact with 5-10 passive buffs instead of scaling mainly off your chosen stats. Inevitably pvp players will prefer the winning by skill instead of by default.
Um, sorry, no, the vengence version of Cyrodiil on the PTS now is NOTHING like Cyrodiil in 2014. Not even remotely.
The only comment you've made in all these threads about the vengence mode that holds true in my opinion is "I don't think they are putting a crazy amount of effort" in regards to ZOS' investment into Cyrodiil PvP.
Nobody I know will stick around for this version of Cyrodiil. And besides that, it will seriously hurt ZOS' income because there will no longer be any reason for the PvP community to spend money on the PvE aspects of the game. This whole effort is misdirected in the first place in my opinion. They need to fix the Cyrodiil they already have. Not create a whole new game mode. They made Cyrodiil that worked and was glorious for years and they could do it again if they just tried. Instead they are going in a totally different direction.
MincMincMinc wrote: »MincMincMinc wrote: »Just_Attivi wrote: »After getting a peek at the Vengeance skills...While I, again, understand they claim this to be just a test, Im seeing that they put in way too much effort into these vengeance skills, and with the history of this company, it just makes me feel even more confident that this is the ultimate direction they are going.
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Some thoughts:
I dont mind PVP having PVP specific skills, as this would make balancing easier, in theory, more on that later. While I actually do like "SOME" of the new skills, I think a lot of them are lacking utility in current state and despite all the people touting "oh you wont be able to rely on proc sets anymore, gonna have to actually get skill" - as someone who generally plays without free damage proc sets on anything but a ganker, I see some class kits desperately lacking important buffs, which means youll need groups to get them, which means a couple things. 1- your 1vX'ers will be forced to be 2V's or Xv's , and if you already hated dealing with them itll only be worse. 2-If you were a 1vX'er, now you likely will need a comped group to a degree for buffs, which for some, really removes the thrill. 3- lacking combo's and pressure with skills that are now a dedicated 'just a buff' or 'just damage' it seems like in order to really kill any competent player, you will need to group them down or battle of attrition.
They are removing Battlespirit for the test and giving everyone 70k HP (but everyone takes PVE damage). This seems counterproductive as Battlespirit was the tool to separate PVE and PVP. Getting rid of it seems to suggest they think they can balance PVP without it. Which to me just screams more years of Sledgehammering skills into uselessness and Buffing others in an attempt to "Balance" with minimal idea of what this new pvp monstrosity theyre creating needs, because PVP playtesting from Dev side seems minimal, and PVP player feedback is generally not considered in any timely fashion.
Adding cooldowns to skills.... What? Okay, I get that its an attempt to limit powerful skills.... losing control over how and when to use them is not great. I can jump into any well developed Tab target game if I wanted that, and hit my rotation mindlessly for hours. ESO has the freedom to use skills as needed, pairing down not just the utility but the timing of skills removes the ability to adapt to situations, and unpredictable situations are half the thrill of PVP. This will only lead to less engaging gameplay. This isnt meant to be a phone game.
Basically everything has at most a target limit of 3 players. I don't know how I feel about that yet, but I think I see it as more of a downside than an upside, as someone who generally fights outnumbered.
If they do go this ultra trimmed down cyrodiil route, How will sets tie into it? By trimming down cyro, you are removing build versatility. While many people see this as 'HAHA NO MORE PROC CHEESE FOR YOU" they dont think about the other side of the coin: you know how many players Ive helped make one bar builds because they physically or mentally cannot do 2 bars? or how many people play tanks because they enjoy taking part in the action but arent so fast reacting anymore? Without sets, these playstyles do become obsolete. In order to reintroduce these, basically entire sets now need to be rebalanced, furthering the endeavor of this cyro revamp to levels I really dont see ZOS going through with. Build versatility is what makes this game interesting, and I just dont see a scenario that this pans out well, unless ZOS actually goes through with appropriate changes and balancing, which I doubt would happen. But a lot of this just seems half baked already, even from a testing standpoint.
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I probably have more thoughts about this, but work is calling, so I'll probably ramble later. I will close this with saying that I do genuinely hope ZOS pulls through and makes something amazing and properly tests and balances things and everything is sunshine and rainbows. Their history just shows this is an unlikely scenario.
I don't think they are putting a crazy amount of effort. Many of the skills are just old versions or current versions with parts deleted.
The battlespirit is another layer that is nolonger needed if pvp has its own skill versions. Keeping it would just be unnecessary bloat and rounding calculations.
Cooldowns are a sus way of limiting skills. Once the test happens live make sure to voice and die for this opinion. Ramping costs or higher costs are a better option for even better performance.
Target limit is fine. Even in today's 1vX it is more like dueling against 10 players. Most classes other than acuity warden basically only take down 1-3 targets at a time. Big fear is they add back in Uncapped aoe heals and cross heals.
IMO accessibility is a one way street. If you cater too hard to disabled players you open doors for average/good lazy players to abuse cheese. Yay now heavy attack builds work....... oh there are 5 templars heavy attacking and beaming me to death with no counterplay...... nice. I think there are smarter ways than procs for disabled players. Oakensoul for example doesnt undermine the gcd system, but helps disabled players. Maybe instead of a fast paced dizzy swing build, they run a more aoe dot focused build. Or instead of more active skills they slot more buff skills and a single spammable.Just_Attivi wrote: »@Just_Attivi
Erm, wow. That stuff you mentioned is all real? Not just supposition? I assume there's been some streams covering it or something? I really haven't been paying that much attention because I was taking a wait-and-see approach before reinstalling.
I agree with your assessment about the effort they've put in. I've hinted at it myself in a few posts (maybe even this one? I can't remember) I was just avoiding saying it out loud due to the excessive censorship lately. But the details you've said are completely scorched earth beyond a level even my jaded attitude would imagine. Assuming that's the case, I'd say there's not much left to post here. I mean on the PvP/Combat forums in general. At that point everything we know and like about ESO's PvP combat is gone. This is actually an entirely different game at this point. The ESO we've been playing for a decade is officially shutdown after this 'test' goes live.
yea, obviously we dont know what they will do in the future, but the track records make me think what i think lol. I know this is a "Test" but I can see this becoming the quick fix to get less "wah wah wah" from PVP'ers in the future, and if that is the route they go... yea, I dont see anyone who actually enjoys PVP staying.
Again, I hope I'm wrong, and I hope this test helps them find out how to improve performance and keep what we all love (and maybe improve the things we dont love, like excessive heal/shield stacking lol). I agree that this step is a great FIRST step in diagnosing the problems, my doubts are with them carrying out appropriate steps beyond this, and again, I really want to be proven wrong on this. (also, still... midyear mayhem performance is always radically better than 'normal' despite being pop locked... just saying... maybe a point to look at, ZOS)
The game was far more popular in the early days which vengeance is very similar to combat wise. Combat is clear and actions are meaningful. Its like playing super smash bros with items turned off vs turned on. They already stated that a more final vision would include sets, mundus, enchants, etc. Just dont expect skills to do an aoe+dot+gap close+buff+debuff+ground affect+ do your dishes.......etc.
The dynamic of what affects your output as a player will finally be more dependent on which skills you cast instead of what dlc you buy and slot. Seriously think about your output as a player. How much of your damage is from procs or passive buffs? Most skills now a days interact with 5-10 passive buffs instead of scaling mainly off your chosen stats. Inevitably pvp players will prefer the winning by skill instead of by default.
Um, sorry, no, the vengence version of Cyrodiil on the PTS now is NOTHING like Cyrodiil in 2014. Not even remotely.
The only comment you've made in all these threads about the vengence mode that holds true in my opinion is "I don't think they are putting a crazy amount of effort" in regards to ZOS' investment into Cyrodiil PvP.
Nobody I know will stick around for this version of Cyrodiil. And besides that, it will seriously hurt ZOS' income because there will no longer be any reason for the PvP community to spend money on the PvE aspects of the game. This whole effort is misdirected in the first place in my opinion. They need to fix the Cyrodiil they already have. Not create a whole new game mode. They made Cyrodiil that worked and was glorious for years and they could do it again if they just tried. Instead they are going in a totally different direction.
You are arguing against the necessary steps to fix pvp...... and then saying they should fix pvp. What do you want me to say to this? I think the tests are 100% necessary, but I also have background in engineering and know the typical corporate process that would pretty much force them to have to test before taking action.
A 1 week test is not the end of the world, crazy that people think it is. They stated many times that this is not, nor would it be the final release version of pvp. It also does not make monetary sense to make all pvp players be able to ignore content and subscription services.
The impression I'm getting is they want to not do test after test randomly any more and get a baseline to add on to. Ground up instead of throw something at the wall and see what sticks.
This is reading like a more organized and focused approach and plan with some sort of seriousness, finally.